Medwulf

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Str 12 (+1) Dex 14 (+2) Con 14 (+2) Int 11 (+0) Wis 16 (+3) Cha 8 (-1) Hit Points 11 (1d8+3) AC 14 (16 w/shield) Speed 25' (15' encumbered) Senses Passive Investigation 10, Passive Perception 14

Proficiencies (+2 bonus) Saving Throws: Intelligence, Wisdom Armor & Weapons: Medium armor & shields*; battleaxe, handaxe, light hammer, club, dagger, dart, javelin, mace, quarterstaff, scimitar, sickle, sling, spear, warhammer

  • Will not use metal armor.

Skills: Arcana, Animal Handling, Perception, Survival Tools: alchemist supplies, brewer's supplies, herbalism kit, vehicles (land) Languages: Common, Dwarvish, Druidic

Race Features (Hill Dwarf) Darkvision (60'): Treat dim light as bright light, and darkness as dim light. Resilience: Advantage on saves vs. poison. and resistance to poison damage. Stonecunning: Expertise (double proficiency) with History checks relating to stonework.

Class Features (Druid) Druidic Script: Leave hidden messages (DC 15 to spot, cannot be deciphered without magic).

Spellcasting Ability Wis Save DC 12 Attack +4 Prepared Spells 4 Cantrips produce flame, shillelagh Background (Folk Hero) Customized Rustic Hospitality: I can find a place to hide, rest, or recuperate among commoners; they will shield me from pursuers, though they will not risk their lives.